Vulkan: Record modifications for barriers after changing the framebuffer #4775
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Our Vulkan backend inserts image barriers when a texture is sampled after it is rendered. This is done via a "modification flag" which is set when a render target is unbound (presuming that a texture has finished drawing to it).
Imagine the following scenario:
Because of the previous behaviour, the check to add a barrier for sampling a texture actually happens before it is registered as modified, meaning no barrier was added at all. This isn't always the case, but it was definitely causing issues in Xenoblade 2.
This change adds the modification flag as soon as the texture is bound. A barrier will be inserted the next time the texture is used from that point.
This doesn't fix any more complicated issues where a texture is repeatedly sampled while it is currently being rendered.
Fixes visual glitches at lower resolutions in Xenoblade 2 on NVIDIA RTX 3000 and 4000 series GPUs. May fix other cases. Needs some testing to make sure I didn't make any new bugs crop up elsewhere.